Your connection to the host has been lost
Hello,
Is it possible you can help me out I am getting the "Your connection to the host has been lost" error, Does anyone know how to fix it?
The server is running on Windows Server 2022
Console:
(File attached)
Many Thanks,
Envo
23 Replies
(Known crash
ReliableBufferOverflow
) Something is causing the replication reliable buffer of [UActorChannel] Actor: FGConveyorChainSubsystem /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.ConveyorChainSubsystem, Role: 3, RemoteRole: 1 [UChannel] ChIndex: 45, Closing: 0 [UNetConnection] RemoteAddr: 86.8.8.113:53105, Name: IpConnection_2147469893, Driver: GameNetDriver FGDSIpNetDriver_2147481800, IsServer: YES, PC: BP_PlayerController_C_2147469884, Owner: BP_PlayerController_C_2147469884, UniqueId: Steam:1 (ForeignId=[Type=6 Handle=0 RepData=[0B531F5801001001])\r\nLogNetPartialBunch: Warning: Num OutgoingBunches: 460. NumOutRec: 0\r\n[2024.10.20-08.13.13:403][431]LogNetPartialBunch: Warning: SendBunch: Reliable partial bunch overflows reliable buffer! [UActorChannel] Actor: FGConveyorChainSubsystem /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.ConveyorChainSubsystem
to be overburdened! The limit is 8 but there were 460 items.
This crash tends to happen when joining a multiplayer game with a lot of content. If the buffer is on the Recipe Manager or Schematic Manager, try removing mods that introduce lots of recipes or schematics (HUB/MAM/shop unlocks).
-# Responding to reliablebufferoverflow
triggered by @EnvoGodHow do I increse it
There's no way to do so at present, this is something the SML team has been looking to see if they can do, or if it's something CSS would need to change.
ahh ok no worries, Is there a way to decrease it without removing mods?
Would combining multiple mods into 1 mod work?
No, it's about the number of schematics involved
Oh ok no worries thank you
Is there a way to see which mod has the most?
Not directly, but stuff like Structural Solutions where there's lots of new buildables tend to be the ones
ahhh ok no worries thank you for that I really appreciate it
Same problem, but that issue happened on vanilla server also
We with my friend tried to remove mods, play without mods - same thing
We checked maybe its connection problem and its not. That problem only in satisfactory
Schematics are generally Unlocks in the MAM or HUB - the more of these there are, or the chunkier t hey are (and some of Structural Solutions are pretty chunky) the more likely you are to hit the Reliable Buffer overflow.
there is nothing to be done about it but remove mods that have a lot of unlocks.
wow, I wished they explained things like this in the install instructions on dedicated servers. I thought I was doing the install wrong. I guess mods just aren't ready for multiplayer yet...
They are.
Just you can't install unlimited amountof them. And realistically, there isn't much we can do until CSS can institute a fix
I get that, it's just never mentioned in any instructions on loading the servers and no such limit exists on a local game. How would I know this unless I went looking for an answer. That and many other games accept more than about 20 mods. Just as bad a g-portal showing an option to mod the server that doesn't function... when pressed on it they lied the first time and admitted it the second time.
You just mentioned the name of a hosting provider (g-portal) that does NOT support modded Satisfactory dedicated servers! Check the list here to learn more. https://docs.ficsit.app/satisfactory-modding/latest/ForUsers/DedicatedServerSetup.html#UnsupportedHosting
-# Rule logic: https://regex101.com/r/rKL6oV/
-# Responding to
unsupporteddedicatedserverhost
triggered by @Norby007Out of curiosity, is there a way to measure this buffer size and determine which mods use what percentage of that buffer in order to weight out the cost analysis of each mod?
There is not, but it's not a bad idea. It in theory should be possible.
But it's also worth adding warnings to the docs for >dedi. And >multiplayer
To be fair you can have 100s of mods on a dedi \ no game
As long as they aren't adding a lot of Schematics (basically things like milestones and mam unlocks) they'll be fine. If they're all UI\QoL mods then they won't be triggering the buffer overlow
all extremely useful information for the new modded server user. I also see a lot of prerequisite errors in the boot log with no ability to force load a prerequisite mod its hard to see if its actually loading. But I am going to go through the mods and figure out what doesn't work and cast them out.
ahhhh fuck we have the same problem here, i installed tons of mods that add stuff to build, i mean thats the point in this game, is there any ide if the devs are triing to fix thi? never heard anithing like that in a game i mean in factoria that is no problem?
It's been partially fixed - it used to be both recipes and Schematics, I guess CSS already fixed the recipe part.
But it's on them to do so
What errors? Some of them are always there and don't really matter
errors like this...
[2024.10.23-23.17.35:271][ 0]LogStreaming: Warning: Missing Dependency, missing script import 0xAAF2CD1F05A951C for package /TwoMeterWalls/Buildings/Concrete/Build_Concrete_Wall_2m
[2024.10.23-23.17.35:271][ 0]LogStreaming: Error: CreateExport: /TwoMeterWalls/Buildings/Concrete/Build_Concrete_Wall_2m (0xB1B962C13B5EA547) /TwoMeterWalls/Buildings/Concrete/Build_Concrete_Wall_2m (0xB1B962C13B5EA547) - Could not find template object for BuildingMeshProxy
[2024.10.23-23.17.35:271][ 0]LogStreaming: Warning: Missing Dependency, missing script import 0xAAF2CD1F05A951C for package /TwoMeterWalls/Buildings/FICSIT/Build_FICSIT_Wall_2m
[2024.10.23-23.17.35:271][ 0]LogStreaming: Error: CreateExport: /TwoMeterWalls/Buildings/FICSIT/Build_FICSIT_Wall_2m (0xFE29E7B3B71C1819) /TwoMeterWalls/Buildings/FICSIT/Build_FICSIT_Wall_2m (0xFE29E7B3B71C1819) - Could not find template object for BuildingMeshProxy
[2024.10.23-23.17.35:271][ 0]LogStreaming: Warning: Missing Dependency, missing script import 0xAAF2CD1F05A951C for package /TwoMeterWalls/Buildings/Steel/Build_Steel_Wall_2m
[2024.10.23-23.17.35:271][ 0]LogStreaming: Error: CreateExport: /TwoMeterWalls/Buildings/Steel/Build_Steel_Wall_2m (0xF87DE32206AECB36) /TwoMeterWalls/Buildings/Steel/Build_Steel_Wall_2m (0xF87DE32206AECB36) - Could not find template object for BuildingMeshProxy
I was expecting that the dependencies were autoloading in the mod manager.
They do... As long as they are defined by the mod author.
But these look like hook dependencies in SML, which - given that it's a wall object - are probably related around lightweight Actors which changed significantly in 1.0, and the updated mod may not have taken that into account
@Mircea (Area Actions) ?
Those don't necessarily mean a missing mod dependency
In this case specifically, like Lynk said, they are about FGColoredInstanceMeshProxy, a vanilla class that is used in regular buildings, but not used in lightweight ones, like foundations. But I think because of the way assets are generated for the project, that object is still present in the lightweight buildings in the project, even though it shouldn't, causing that warning ingame. But it's just a warning, it's not causing any issues